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INSERTING THE GAME CARTRIDGE 

To Insert your ATARI 5200 game cartridge, hold the cartridge so the 
name on the label faces you and reads right-side-up. Carefully Insert 
the cartridge Into the slot In the center of the console. Be sure the car- 
tridge is firmly seated, but do not force it The POWER ON/OFF switch Is 
located on the lower right side of the ATARI 5200, Press this switch to turn 
the power on after inserting your game cartridge. See your Owner’s 
Manual lor further information. 


TABLE OF CONTENTS 


1. A Word From Commander Champion 1 

2. Your Flight Simulation Training 5 


3. 

Using the 5200™ Controller 

9 

4. 

Speed Mode 

12 

5. 

Control Mode 

13 

6. 

Energy Drain 

23 

7. 

Starship Damage 

25 

8. 

Starbase Docking 

27 

9. 

Rating 

29 

10. 

Mission Skill Levels 

30 

IT. 

Training Mission 

31 

12 . 

Survival Tactics 

33 

13. 

Scorecard 

35 



OPERATION 


1 . A WORD FROM 

COMMANDER CHAMPION 


Welcome, cadets, to Federation 
Field. I'm Commander Cham- 
pion, your space flight instruc- 
tor. You'll be stationed here for 
some intensive starship flight 
simulation and computer train- 
ing. When you've successfully 
completed your training mis- 
sion. you'll win your Novice star 
and a commission In the Earth 
Federation's most elite fighting 
unit ... the Star Raiders™. 

We Star Raiders have a long, 
distinguished tradition of service 
to the Earth Federation and the 
Galaxy. Since the year 2010 
we've policed the space routes, 
enforcing freedom of space 
and peaceful coexistence of 
the solar systems. Thanks to the 
Star Raiders, there hasn't been 
a major space war since then. 
Space trade flourishes and the 
Earth Federation prospers. 

Now, just as we're beginning to 
think peace will put the Star 
Raiders out of business, the 
Zylons ... that rabble of half-life 
barbarians from Alpha Solar ... 
turn to space piracy and ter- 




WIPEOUT! 


rorism. Their object is to break 
up the Federation's space trade 
and weaken its influence in the 
Galaxy. Space Security has 
issued "cease and desist" 
orders to no avail. Zylon 
responds by hijacking our 
spacecraft and terrorizing star- 
bases that harbor them. They've 
pushed us to the limit. Let's rid 
the Galaxy of this pest once 
and for all! 

Your mission is to SEEK OUT Zylon 
combat ships in every sector of 
the Galaxy and DESTROY THEM 
ON SIGHT. For this job we've 
given you the ultimate in sophis- 
ticated fighter craft. Your star- 
ship Is equipped with high- 
power photon torpedoes, twin 
ion engines, and dual hyper- 
warp engines that transport you 
instantly to the furthest reaches 
of the Galaxy. 

Your computer instrumentation 
surpasses state-of-the-art, It In- 
cludes a Galactic Chart with 
real-time updating. Long-Range 
Sector Scan for pinpoint 
targeting, and the most ad- 


vanced Attack Computer ever 
devised for locking on the 
target and homing in for the kill. 

How does your starship com- 
pare with Zylon spacecraft? So 
far, Space Intelligence has pro- 
files of three Zylon combat 
spacecraft: 

Zylon Fighter - Designed for 
high-speed attacks, these ships 
can be deadly at close range. 

Zylon Cruisers - These are patrol 
ships and attack only in self- 
defense. But don't let their 
defensive posture fool you; 
they'll give you plenty of 
trouble. 

Zylon Basestar - Like our star- 
ships. Zylon basestars are 
equipped with shields to deflect 
photon torpedoes and can only 
be destroyed at close range. 
These are probably the trickiest 
of the Zylon fighter craft. 
Approach them with extreme 
caution. 

Code name for this operation is 
WIPEOUT. You'll be launched on 
your first WPEOUT mission as 
soon as you win your Novice 
star. To complete your mission, 
you must destroy all Zylon 
targets. 

In a pinch, you can dock at a 
friendly starbase to energize 
and repair your starship, but be 
prepared for trouble. Once 



Zylon Basestar 


WPEOUT gets underway, we ex- 
pect Zylon to surround and at- 
tempt to destroy all starbases 
that harbor our starships. Pre- 
vent this at all costsl Remember, 
with every starbase destroyed, 
our position In the Galaxy grows 
weaker and the Zylon menace 
grows stronger. 



At the end of each mission, Mis- 
sion Control will evaluate your 
performance and rate you on 
five factors: 

■ Skill level (NOVICE, PILOT, 
WARRIOR, COMMANDER). 

■ Number of enemy starships 
destroyed. 

■ Amount of energy used. 

■ Length of time taken to com- 
plete the mission. 

■ Number of starbases 
destroyed. 

Promotions are based solely on 
ratings ... there are no shortcuts 
to success in the Star Raiders. 
You start as ROOKIES, but in no 
time at all you'll make ENSIGN 
and then PILOT. After that the 
going gets rough. Don't be sur- 
prised If your first Pilot mission 
ends with a demotion to 
GALACTIC COOK or GARBAGE 
SCOW CAPTAIN. This is a tough 
service! But you've got the stuff 
to make it. Some of you may 
even be WARRIOR material. 

We'll tell you if you are. As for 
STAR COMMANDER, few ever 
make it, but who knows? The 
next one might be you. 

Go to it and good luckl Or as 
we say In the Star Raiders. 
"Shields up and lock on target." 



2. YOUR FLIGHT SIMULATION TRAINING 


Your flight training program 
teaches you how to pilot a star- 
ship. find and destroy the 
enemy, dock at a starbase to 
energize and repair your star- 
ship, and above all, survive in 
space. The training sessions are 
coordinated with your manual, 
so be sure you read it thor- 
oughly, cover to cover. 

In a minute I'm going to show 
you your starship simulation 
chamber and we'll "lift off" into 
space. Then you'll find out how 
to handle your 5200 controller, 
which controls every function of 
your starship ( Section 3). I'll 
check you out on the Speed 
Mode and Control Mode push- 
button controls ( Sections 4 and 
5) and teach you to use the 
following starship equipment: 

■ Shields 

■ Attack Computer 

■ Galactic Chart 

■ Hyperwarp Engines 

■ Photon Torpedoes 

■ Control Panel Display 

■ Long-Range Sector Scan 

■ Manual Target Selector 

■ Tracking Computer 

■ Subspace Radio. 

We'll discuss energy drain (Sec- 
tion 6) and what to do when 
your starship is damaged (Sec- 
tion 7). Then you'll practice 
docking at a starbase to 


energize and repair your star- 
ship [Section 8). 


I'll explain how Mission Control 
rates your performance at the 
end of each mission and 
decides what rank to promote 
(or demote) you to (Section 9). 
Next you'll get a briefing on 
what to expect at the four skill 
levels: NOVICE, PILOT, WARRIOR 
and COMMANDER [Section 10], 



you pay attention to the lectures 
on SURVIVAL TACTICS [Section 12). 
At the end of the manual we've 
provided a SCORECARD so you 
can keep track of your progress. 


That's the program. Now follow 
me and I'll show you your star- 
ship simulator. 




STARSHIP 

SIMULATOR 

This Is your starship simulation^ 
chamber. It's as close to a star- 
ship as you will get until you 
earn your Novice star. But don't 
underestimate it. Down to the 
last detail. It’s exactly like a star- 
ship. We call It STAR CRUISER 7. 


Step inside and climb into the 
cockpit In front of the ATARI 
5200 console. Insert the STAR 
RAIDERS cartridge, which con- 
tains the simulation program. 

Into the console cartridge slot 
(see Inside front cover for direc- 
tions). Now turn on the televi- 
sion, your window into space. 
Turn up the volume so you can 
experience the audio as well as 
visual effects of space flight, 

Attach the keypad overlay to 
the ATARI 5200 controller and 
plug the controller into Jack 1 
on the front of the console. Your 
5200 controller is an exact 
duplicate of a real starship con- 
troller. It's an incredible device. 
With this little controller in hand, 
you command every function of 
STAR CRUISER 7, from engines to 
photon torpedoes. 

Get ready for liftoff. Buckle your 
seat belt and strap yourself into 
your G-force harness before we 
power on the simulator. (G-force 
is the gravitational force to 
which a body is subjected dur- 
ing acceleration.) 

Ready? 

Power on by pressing the POWER 
switch on the 5200 console unit, 
When the ATARI logo appears 
on your screen, start the count- 
down: 5. 4. 3, 2. 1. UFTOFFI 


Star Cruiser 7 is launched into 
space when NOVICE MISSION 
flashes on the screen ( Figure /). 
Stars and meteors whiz past 
your starship as you cruise for- 
ward at a comfortable speed 
of 12 metrons per second. 
(Metrons per second is an Earth 
Federation unit of space-time 
for speeds above 186.000 miles 
per second, the speed of light.) 


Meteor 



Figure 1 - Forward (Fore) View 
of Space 


$ 



3. USING THE 5200'” CONTROLLER 


With the 5200 controller ( Figure 
2) you'll pilot Star Cruiser 7. con- 
trol both Twin Ion and Hyper- 
warp engines, call up computer 
displays, track the enemy, tire 
your photon missiles, and dock 
at a starbase. We'll take a look 
at the control stick (sometimes 
called a joystick) in a minute, 
Now let's talk about control keys. 

KEYPAD OVERLAYS 

For your convenience, two 
keypad overlays are provided 
[Figure 3). Slip the overlay tabs 
into the slots above and below 
the keypad on the controller. 

CONTROL KEYS 

■ START: Brings up the Control 
Panel Display and starts the 
action (see Figure 4). Use 
START to start a new mission at 
the same skill level. 




Figure 2 ■ Controller 



Figure 4 - START Starts the Action 


Figure 3 - Overlay 




■ PAUSE Freezes action tem- 
porarily. Press again to con- 
tinue. 

NOTE: It PAUSE Is on longer than 
8 minutes, the computer will cy- 
cle colors on the television 
screen to prevent "bum In” of 
static images. 

■ RESET: Resets STAR RAIDERS to 
the beginning at NOVICE MIS- 
SION skill level (see Figure 1). 

■ GAME SELECT (#): After power- 
ing on, press the GAME SELECT 
key (#) to change the mission 
skill level. Thereafter, press 
RESET once before GAME 
SELECT to change the skill 
level. Hold in GAME SELECT to 
cycle through the skill levels. 

This key functions as the CON- 
TROL MODE key after you press 
START. We'll discuss the Control 
Mode In Section 5. 

■ SPEED MODE( *):Once you've 
pressed START, this key puts 
your starship into Speed 
Mode, discussed in Section 4. 
This key has no function until 
you press START. 

CONTROL STICK 
OPERATION 

The control stick rotates 360 
degrees and handles your star- 
ship with ease. In the Fore View 
(forward view of space) the 
control stick operates as shown 


in Figure 5 A. In the Aft View 
(back view of space) operation 
is reversed ( Figure 5 B). You'll 
learn how to switch from Fore 
View to Aft View In Section 5 ■ 
CONTROL MODE. 


Turn/Rotate 
(( o ► Starboard 
(Right) 


A. Fore View Control 


Turn/Rotate 

Starboard -« ( (( O )) ) ► ( 
(Right) VW*/ 1 

* T 

Dive 

B. Aft View Control 



C. Thrust Rates 


Figure 5 - Control Stick 
Operation 


to 



5. CONTROL MODE 


Mi/ 


When your starship is in Control 
Mode, all the number keys on 
your keypad operate starship 
equipment or program modes 
of operation ( Figure 7). 


View is the view of space 
from the aft or back space 
window. Stars and meteors 
appear to recede into the 
distance as your starship 
moves forward. 



Figure 7 ■ Control Mode Keys 


Try this: 

1. After START, press the CON- 
TROL MODE key ( # ). 

2. Press the AFT VIEW key (2): AFT 
VIEW appears at the top of 
the television screen. The Aft 


3. Press the FORE VIEW key (1) to 
restore the Fore View of 
space [ Figure f). 

Now let's look at the starship 
equipment operated in Control 
Mode. 

SHIELDS 

Before you set out on a mission, 
press the SHIELDS key (6) and 
turn on your shields. SHIELDS ON 
appears momentarily at the top 
of your screen and space looks 
blue. 

With shields on, your starship 
can never be destroyed by 
enemy photon torpedoes or 
meteors ... unless, of course, it 
hyperwarps into a meteor. 
Without shields, it hasn't a 
snowball's chance. At NOVICE 
skill level, shields prevent your 
starship from being damaged. 
At all other skill levels, shields 
give protection but do not pre- 
vent damage. (See Section 7 - 
STARSHIP DAMAGE for more In- 
formation.) 

To turn off the shields, press 
SHIELDS (6) again. SHIELDS OFF 



A 


appears at the top of the Zylon spaceships are identified 

screen and space looks black. as follows: 


ATTACK COMPUTER 

Your next move Is to turn on 
your Attack Computer, Press the 
ATTACK key (7). ATTACK COM- 
PUTER ON appears momentarily 
at the top of the screen, along 
with the target crosshairs and 
the Attack Computer Display 
[Figure 8). In the Aft View, only 
the target crosshairs appear; 
there is no Attack Computer 
Display. 

Use the Attack Computer 
Display to track enemy targets 
(see PHOTON TORPEDOES], star- 
bases [Section 8 - STARBASE 
DOCKING ), and meteors (Sec- 
/ton 12 - SURVIVAL TACTICS ). 

To turn off the Attack Computer 
Display, press the ATTACK key (7) 
again. ATTACK COMPUTER OFF 
appears at the top of the 
screen. 

GALACTIC CHART 

After turning on your shields and 
the Attack Computer, press the 
GALACTIC CHART key (4) to 
display the Galactic Chart and 
target data [Figure 9A), The 
chart shows you the whole 
galaxy, divided into sectors. 
Some sectors contain enemy 
spacecraft and friendly star- 
bases; others are uninhabited. 
Starbases are indicated by £i , 


Jh = patrol consisting of two 
enemy ships 

• ' ' = task force of three enemy 
“ ships 

-- = fleet of four enemy ships. 




Figure 9A ■ Galactic Chart 


14 




Figure 98 • Cursor Control 
Speeds 


MARKING THE TARGET 
Choose an enemy target sector. 
With the control stick, move the 
cursor ( + ) from its position In 
the center of the chart to the 
target sector. Note that a blink- 
ing ring ( $ ) remains in the 
center. The ring marks the sec- 
tor you move from; the cursor 
marks the sector you move to. 

You can move the cursor from 
sector to sector at fast or slow 
speed, os shown in Figure 9B: 

■ Slow: Keep the control stick 
close to center. 

■ Fast: Push the stick as far as 
possible In the direction you 
want the cursor to move. 

■ Stop: Center the control stick. 

NOTE: The cursor can "wrap" 
around the Galactic Chart ver- 
tically and horizontally. For ex- 
ample, it can leave the Galac- 
tic Chart at the bottom and 
reappear at the top. or leave 
the chart at the right side and 
reappear at the left side. 


Which sector should you 
choose? 

A two-ship patrol is the easiest 
target to begin with, but there 
are other considerations: 

Warp Energy-. You must hyper- 
warp from sector to sector, and 
that uses up a lot of energy. The 
further the target, the more 
energy you use. In general, it Is 
more economical to cover the 
Galactic Chart in short jumps. 
We'll go Into energy drain more 
thoroughly in Section 6. 

Enemy Position: Zylon ships con- 
stantly shift sectors In an effort to 
surround and destroy starbases. 
You will save yourself a lot of 
grief if you go after targets that 
are in dangerous positions, such 
as next to a starbase. 

STARBASE SURROUNDED 
Your subspace radio will flash 
STARBASE SURROUNDED on your 
screen when Zylon combat 
ships surround a starbase. After 
the warning, you have 1 minute 
to clear enemy ships from a 
sector next to the starbase and 
save the base. If Zylon succeeds 
in destroying the starbase. you 
will lose a vital energy and 
repair port, and Zylon will build 
two new combat ships out of 
the starbase debris. 



Figure 10 shows the enemy 
positions required for a starbase 
to be surrounded. 

NOTE: THE ZYLON FLEET WILL AT- 
TEMPT TO SURROUND AND DE- 
STROY ONLY ONE STARBASE AT A 
TIME. 


puter. L = Long-Range Scan, 

R = Subspace Radio. Status of 
the equipment is shown by the 
color of the letter: 



The Zylons will shift sectors at dif- 
ferent rates, depending on their 
size. A patrol will move the 
fastest, a task force at half the 
speed of a patrol, and a fleet 
at approximately 1/8 the speed 
of a patrol. 

TARGET DATA 

When you have selected your 
target, read the target data 
under the Galactic Chart 
(Figure 11). 

WARP ENERGY: Number ot 
energy units required to hyper- 
warp to the sector selected, 

TARGETS: Number of enemy 
targets in the sector selected. 

STAR DATE: Elapsed time during 
a mission, measured in centons: 
100 centons = 1 minute. The 
enemy may jump from one sec- 
tor to another when the STAR 
DATE counter crosses .00 or ,50. 


We will discuss starship damage 
in more detail In Section 7. 


■ ■■■■ 

amen 

■■SUB 


Figure lO ■ Starbase Surrounded 



DGPESCLR: DC = Damage Con- 
trol, P = Photon Torpedoes, E = 
Engines, S = Shields, C = Com- 


Flgure 11 ■ Target Data 



HYPERWARP 

The HYPERSPACE key (8) turns on 
your Hyperwarp Engines, and 
HYPERWARP ENGAGED appears 
momentarily at the top of the 
screen. Before you activate your 
Hyperwarp Engines, however, 
be sure the Attack Computer Is 
on. You need the crosshairs for 
navigating In hyperspace and 
the Attack Computer Display for 
tracking targets. 

NAVIGATING IN HYPERSPACE 

At NOVICE skill level, you do not 
need to steer your starship. The 
computer centers the Hyper- 
warp Target Marker In the cross- 
hairs and keeps the starship on 
course (see Figure 12). 

At PILOT, WARRIOR, and COM- 
MANDER skill levels, you must 
steer in hyperspace. Using the 
control stick, keep the Hyper- 
warp Target Marker centered In 
the crosshairs. A light touch on 
the control stick is recommend- 
ed for steering. 


peak velocity and volume. Press 
the HYPERSPACE key (8) now and 
listen to the engines so you will 
recognize peak level when 
you're in hyperspace. 

NOTE: The further the distance 
between sectors, the harder It Is 
to stay on course In hyper- 



Flgure 12 ■ Hyperwarp Engaged 


You must get the target marker 
centered in the crosshairs by 
the time HYPERSPACE or HYPER- 
WARP COMPLETE flashes on the 
screen: otherwise you will be off 
course and out of your target 
sector. Just before hyperwarp is 
completed, the engines reach 



ENTERING A SECTOR 
When you enter a sector oc- 
cupied by Zylon combat ships, 
the computer flashes HYPER- 
SPACE and sounds the RED 
ALERT, Note that a target 
marker, showing the position ot 
the target relative to your star- 
ship, appears in the Attack 
Computer Display ( Figure 13A). 

When you enter a sector with a 
starbase in it, HYPERWARP COM- 
PLETE flashes at the top of your 
screen and a target marker, 
showing the position of the star- 
base, appears in the Attack 
Computer Display ( Figure 13B.) 

When you enter an empty tar- 
get sector, HYPERWARP COM- 
PLETE flashes on the screen but 
there is no target marker in the 
Attack Computer Display ( Figure 
73C). Return to the Galactic 
Chart and correct your position. 

HYPERWARP ABORT 

If you're in hyperwarp when you 
get a STARBASE SURROUNDED 
message, abort hyperwarp and 
return to the Galactic Chart to 
see which starbase is in trouble. 
To abort hyperwarp, press the 
ABORT (O) key. When HYPER- 
WARP ABORTED appears on 
your screen, press the GALACTIC 
CHART key (4). 



Target Marker — ' 
Figure 13A- RED ALERT 



Figure 7 38 - Starbase Sector 



Figure 73C - Empty Sector 



PHOTON TORPEDOES 

A photon torpedo is a burst of 
concentrated energy that can 
completely destroy an enemy 
spaceship, meteor, or another 
photon torpedo. As long as you 
have energy, you never run out 
of torpedoes, but each time you 
fire. 10 units of energy are used 
up. If you hit another photon 
torpedo head on. 100 units of 
energy are used up (see Section 
6 - ENERGY DRAIN). Obviously, 
then, you should make each 
photon torpedo count and not 
fire randomly. 

Your starship is equipped with 
two torpedo launchers, on the 
port and starboard sides. You 
can only fire one torpedo at a 
time, except when the Attack 
Computer locks your torpedoes 
onto the target; then the fire 
button launches both photon 
torpedoes simultaneously. 

Lock-on occurs when the target 
marker is centered In the Attack 
Computer Display and the hori- 
zontal (©) and vertical «J>) 
coordinates in the Control Panel 
Display read +00. In Figure 14. 
the lines labeled "A" show that 
the computer is locked on in the 
horizontal coordinate; those 
labeled "B" show that the com- 
puter Is locked on In the vertical 
coordinate. When the marks 
designated "C" appear, the 
computer is locked on in both 
coordinates and the target is 


within range. This is the best 
time to fire; you have a 90% kill 
probability at this time, 



Figure 14 - Target Locked On 
and Within Range 


NOTE: Of course you can hit the 
enemy without locking on your 
torpedoes, but you use up more 
energy. 

When you hit a target (enemy 
ship, space object, or photon 
torpedo) it explodes into silver 
particles ( Figure 15). If your 
target is a Zylon fighter or 
cruiser, your hit destroys it and 
the computer credits you with a 
kill (see CONTROL PANEL DIS- 
PLAY). If it's a Zylon basestar. a 
hit does not always destroy it. 
Basestars are protected by 
shields and can only be de- 
stroyed by a direct hit. 

When an enemy ship hits your 
starship (with shields on), the 
screen flashes red and blue. 
(Colors may vary with the set- 



tings of your television set.) If 
your ship is damaged, DAMAGE 
CONTROL sounds a warning 
and flashes a message on your 
screen telling you what equip- 
ment has been damaged or 
destroyed (see Section 7 - STAR- 
SHIP DAMAGE ). 

After you have wiped out all 
Zylon spacecraft in a sector, the 
target marker In the Attack 
Computer Display disappears. 
Return to the Galactic Chart 
and select another sector, 

CONTROL PANEL DISPLAY 

The Control Panel Display ap- 
pears at the bottom of the 
screen in the Fore. Aft. and 
Long-Range Views. The display 
shown In Figure 16 is Interpreted 
as follows: 


Figure 15 - Zylon Ship Hit 


V:12 - Velocity is 12 metrons 
per second. 




K:18 - So far you have 18 kills 
to your credit. 

E:8260 -You have 8260 energy 
units left (out of 9999 
units at mission start). 

T:2 - The Attack Computer is 
currently tracking 
Target 2. which is a star- 
base; T:0 or T:1 would 
be an enemy target, 
and T:3 would be hyper- 
space. When the Track- 


Figure 16 ■ Control Panel Display 

ing Computer Is on. T 
changes to C. 

© :+12 - In the horizontal coor- 
dinate. your starship is 
off target by + 12 
gradons (see Note). 

<J) :+10 - In the vertical coor- 
dinate. your starship is 
off target by +10 
gradons. 


20 




r 


R:+236- The target is 236 cen- 
trons in front of your 
starship (see Note). If R 
were —236. the target 
would be 236 centrons 
behind your starship. 

NOTE: Angles are measured in 
gradons [0 - 99 gradons). 
Distance is measured in 
metrons; 100 metrons = 1 cen- 
tron. 

LONG-RANGE SECTOR 
SCAN 

When there's a target marker in 
the Attack Computer Display 
but you can't seem to find the 
target, use the Long-Range Sec- 
tor Scan ( Figure 17). Press the 
SCAN key (3). 



Starship Target 


Figure 17 ■ Long-Range Sector 
Scan 


The Long-Range Sector Scan 
shows you a top view of the sec- 
tor your starship Is In. In Figure 
17, your ship is In the center and 
all objects In the sector rotate 
around It. To use the sector 


1. Select a target. 

2. Move the control stick to the 
left until the target is directly 
in front of you. 

3. Move the control stick for- 
ward or back, depending on 
the position of the target, un- 
til the target is as far above 
your starship as possible. 

4. Enter Speed Mode ( # ) and 
use your engines to ap- 
proach the target. Select a 
moderate SPEED key (3. 4, or 

5). 

5. Minor course corrections 
may be needed as you ap- 
proach the target. Repeat 
steps 2 and 3 If required. 

6. When the target is very close 
to your starship, press the O 
key to stop the engines. 

7. The target should now be 
visible in the Fore View. Press 
the CONTROL MODE key ( # ). 
then the FORE VIEW key (1). 


21 


MANUAL TARGET 
SELECTOR 

When more than one Zylon ship 
is attacking, the Attack Com- 
puter decides which tcrget to 
track and display. The com- 
puter selects a target at ran- 
dom unless you are In a space 
duel, in which case it selects the 
target that is shooting at you. 

If you wish to select a different 
target, press the MANUAL key (9) 
to override the computer and 
call up the Manual Target 
Selector. Normally only two 
Zylons attack at the same time. 
The Control Panel shows them 
as T:0 and T:l, target 0 and 
target 1. If T:0 is displayed, 
pressing the MANUAL key 
automatically selects T:1 and 

To return to automatic target 
selection, press the MANUAL key 
(9) again, 

TRACKING COMPUTER 

The Tracking Computer 
automatically tracks the 
selected target as it moves from 
fore to aft of your starship. The 
television screen switches be - 
tween Fore and Aft views as the 
Tracking Computer tracks the 
target. Press the TRACKING key 
(5) to turn on the Tracking Com- 
puter, COMPUTER TRACKING ON 


appears momentarily at the top 
of the screen and the Aft View is 
displayed. To turn off the Track- 
ing Computer, press the TRACK- 
ING key (5) again. TRACKING 
OFF will be displayed at the top 
of the screen. Note that if you 
switch off the Tracking Com- 
puter in the Aft View, you must 
press the FORE VIEW key (1) to 
restore the forward view of 
space. 

WARNINGI This mode should be 
used by experienced space 
pilots only. It is possible to get 
caught in the cross-fire of two I 
enemy ships, one in front and 
the other behind your starship. 

As they alternately fire at you, 
the computer will constantly 
switch between Fore and Aft 
views, so fast that only exper- 
ienced Star Raiders are able 
to survive. 

SUBSPACE RADIO 

The Subspace Radio is used to 
update the Galactic Chart and 
relay the messages STARBASE 
SURROUNDED and STARBASE 
DESTROYED, It also generates 
the TARGETS display below the 
Galactic Chart. 


* 


22 




6. ENERGY DRAIN 


Your starship has 9999 units of 
energy at the start of each mis- 
sion. Each operation drains 
some of this energy. Note that 
the faster your starship travels, 
the more energy you use. In 


terms of the tradeoff between 
energy drain and distance 
covered, speed 6 (velocity = 12 
metrons per second) Is the most 
efficient speed. 


Operation Energy Drain (units) 

Abort Hyperwarp 

100 

Each enemy photon hit 

100 

Each photon torpedo fired 

10 

Shields up 

2 units per second 

Attack Computer on 

V 2 unit per second 

Life Support System (always on) 

Vi unit per second 


Twin Ion Engines 

|Sp<*d| 

» 

{ 2 

3 

3 

Energy Drain/Second 

(units). 

» 

' * 

2 

2.5 


Twin Ion Engines 

5 

m\ 3 

8 

II’ 

Energy Drain /Second 

(units). 

3 

3.5 7.5 

11.25 

.5 


23 


The longer the hyperwarp jump, 
the greater the energy drain. 
Jumps of five sectors or more 
are very costly. If you must go a 
long distance, try to do It in 
several small jumps Instead of 
one long Jump. 

When energy falls below 1000 
units, the Control Panel Display 
flashes a red warning. You can 
refuel at any starbase provided 
your starship has the energy to 
get there, See Section 8 - STAR- 


BASE DOCKING for refueling in- 
structions. If you run out of 
energy. Mission Control will 
abort your mission and recall 
you to base, 


RETURN TO 
BASE 


Hyperwarp Distance 

1 2 3 4 5 6 7 

8 

Energy Drain Per Jump 

130 160 200 230 500 700 800 

900 


Hyperwarp Distance 

9 10 11 12 13 14 15 

16 

Energy Drain Per Jump 

4200 '12S0 (300 1350 1400 1550 1700 

1840 




Hyperwarp Distance 

17 18 19 20 21 22 23 


Energy Drain Per Jump 

2000 2080 2160 2230 2320 2410 2500 



1 


7. STARSHIP DAMAGE 


DAMAGE CONTROL flashes a 
message on your screen when 
any of these units Is damaged 
or destroyed: 

■ Photon Torpedoes 

■ Twin Ion Engines 

■ Shields 

■ Attack Computer 

■ Long-Range Scan 

■ Subspace Radio. 

In addition, the Damage Con- 
trol indicator below the Galac- 
tic Chart ( Figure IB) keeps track 
of equipment that Is damaged 
or destroyed: 

DC = Damage Control. P = 
photon torpedoes, E = engines. 
S = shields, C = attack com- 
puter, L = long-range scan, 
and R = subspace radio, A 
yellow letter means equipment 
damaged; a red letter means 
equipment destroyed. 

PHOTON TORPEDOES 

When your photon torpedoes 
are damaged, only one 
operates, but you can continue 
your mission. When they are 
destroyed, your position is 
suicidal, Get out of the target 
sector fast, find a starbase on 
the Galactic Chart, and hyper- 
warp to it for repairs. (See Sec- 
Won 8 - STARBASE [KICKING .) 


Figure 18 - Damage Control 
Indicator 

TWIN ION ENGINES 

Your engines will work when 
damaged, thanks to a backup 
impulse system; however, pro- 
gress will be slow. If your 
engines are destroyed, your 
speed will be very slow and 
your starship will be extremely 
vulnerable. You can, however, 
use the hyperwarp engines to 
move within a sector. Press the 
O key and abort hyperwarp 
when you are close to the 
target (see Hyperwarp Abort In 
Section 5). Better yet. dock at a 
starbase for repairs. 




25 


SHIELDS 

Shields will flicker when dam- 
aged, and the Control Panel 
Display and Galactic Chart will 
turn yellow. If you take a hit 
when your shields have 
flickered off. you will be 
destroyed In a blinding flash. 
Don't take chances. When your 
shields are damaged, get out 
of the target sector fast and 
hyperwarp to the closest star- 
base. {See Section 12 - SURVIVAL 
TACTICS for some tips.) 

ATTACK COMPUTER 

When the computer Is damag- 
ed, © . © and R in the Control 
Panel Display are lost. When 
your computer is destroyed, all 
computer functions cease: the 
Manual Target Selector and 
Tracking Computer do not func- 
tion, and the target crosshairs 
and Attack Computer Display 
disappear. It will be extremely 
difficult to steer In hyperspace 
and dock at a starbase without 
the crosshairs and Attack Com- 
puter Display, but you can do it. 
See Section 12 ■ SURVIVAL TAC- 
TICS for help. 


LONG-RANGE SCAN 

Damage to the Long-Range 
Scan causes a mirror Image of 
every object being scanned, 
and you will have to distinguish 
between the real object and its 
reflection. Select a target and 
follow steps 2, 3, and 4 in the 
Long-Range Scan Instructions 
[Section 5). If the target moves 
away from you instead of 
toward you. It's the reflection. 

SUBSPACE RADIO 

If the Subspace Radio Is 
damaged, the Galactic Chart 
will not be updated. However, 
moving the cursor around the 
Galactic Chart will update the 
TARGETS Indicator below the 
Galactic Chart and show you 
the number of enemy targets In 
each sector. 

If the radio is destroyed, you're 
in big trouble. No starbase 
messages will be relayed, so 
you will not know when a star- 
base is surrounded. Hyperwarp 
to a starbase and repair your 
radio at once. 


& * ^ 


26 


8. STARBASE DOCKING i 


When your energy supply falls 
below 1000 units or your starship 
needs repairs, return to the 
Galactic Chart and find a star- 
base. Position the cursor in the 
center of the starbase sector 
( ). The closer the cursor is to 
the center, the closer your star- 
ship will be to the starbase. 
Engage hyperwarp by pressing 
the HYPERSPACE key (8). If you 
are on course when HYPERWARP 
COMPLETE flashes on your 
screen, a target marker should 
appear In the Attack Computer 
Display. Proceed as follows: 

1. Center the target marker in 
the Attack Computer Display. 

2. Check the range (R) of the 
starbase on the Control Panel 
Display. You want the star- 
base in front of you, not 
behind you, so the range in- 
dicator should read +. If it 
reads -. move the control 
stick toward you or away 
from you. as required, to 
change the range reading to 
a + value. 

3. Adjust your position horizon- 
tally. Move the control stick 
right or left, as required, until 
the ® coordinate in the 
Control Panel Display reads 


4. Adjust your position vertically. 
Move the control stick for- 
ward or back, as required, 
until the coordinate 
reads + or —3. 

5. Bring the starbase within 
range: Press the SPEED MODE 
key ( * ) and select an ap- 
propriate SPEED key, depend- 
ing upon how far away you 
are. Decrease your speed as 
you approach the starbase. 
When R is +000. press SPEED 
key O to stop your engines. 

6. When you have the starbase 
locked on, ORBIT ESTABLISHED 
should appear momentarily 
on your screen [Figure I9A). If 
it does not appear, adjust 
your position and range 
slightly. 

7. When orbit is established, you 
will receive a message to 
STANDBY while the Transfer 
Vessel leaves the starbase 
and services your starship 
[Figure 19B). When TRANSFER 
COMPLETE appears, your star- 
ship is ready to hyperwarp to 
another sector. Re-enter Con- 
trol Mode [ # ) and return to 
the Galactic Chart. 


27 




NOTE: If you hit a key or move 
the control stick before docking 
is completed, DOCKING 
ABORTED will appear on the 
screen. Adjust your position and 
range, as required, to bring 
back ORBIT ESTABLISHED. 


TRANSFER 

COMPLETE 



Figure I9A ■ Starbase Docking 

STARBASE DESTROYED 

If Zylon destroys your starbase 
while you are attempting a 
docking, you will find yourself in 
enemy-occupied territory and 
under attack by two new 
enemy ships created from the 
starbase debris, If your starship 
Is in shape to fight, you can 
engage and destroy the enemy 
before you leave the sector. The 


Figure 19B ■ Energy Transfer 


target marker remains in the At- 
tack Computer Display after the 
starbase Is destroyed so you 
can track the enemy. If you're 
not in a position to fight your 
way out of the sector, re-enter 
Control Mode and return to the 
Galactic Chart to find another 
starbase. 




28 




9. RATING 




A mission ends when ... 

■ You destroy oil enemy targets 
and complete your mission. 

■ You run out of energy ond 
your mission is aborted. 

■ Your starship is destroyed. 

No matter how your mission 
ends, you will receive a rating 
on your performance ... a post- 
humous rating if your starship is 
destroyed. 


mm// 


Mission Control bases each 

rating on the following factors: 

■ Mission skill level 

■ Number of enemy combat 
ships destroyed 

■ Amount of energy used 

■ Length of time taken to com- 
plete mission 

■ Number of starbases 
destroyed. 

Here's the formula: 


M + 6 (No. of enemy destroyed) - energy used/ 100 

— Length of time taken/100 — 18 (No, starbases Zylon destroyed) 

— 3 (No. of starbases you destroyed), 


where M is a mission factor 
determined as follows: 



29 



Note that the formula penalizes Rank M , ss|on Score 

you more for allowing Zylon to 
destroy a starbase than for 
destroying one yourself. I'll have 
more to say about that when 
we study survival tactics in Sec- 
tion 12. 

Your NEW RANK is displayed at 
the top of the television screen 
by rank and class. There are 
five classes per rank, Class 1 
being the highest and Class 5 
the lowest. 

If you do not score at least 48 
points on a mission, your new 
rank will be GALACTIC COOK or 
GARBAGE SCOW CAPTAIN. If you 
can't do better than that, your 


JO. MISSION SKILL LEVELS m M M / 


ROOKIE 

NOVICE 

ENSIGN 

PILOT 

ACE 

LIEUTENANT 
WARRIOR 
CAPTAIN 
COMMANDER 
STAR 


48-79 
80-111 
112-143 
144-175 
176-191 
192 - 207 
208 - 223 
224 - 239 
240 - 271 


mission skill level is too ad- 
vanced for you. Switch to a 
lower skill level and work your 
way back up. 


Any time your rating puts you on 
a different skill level ... NOVICE, 
PILOT, WARRIOR, or COM- 
MANDER ... press RESET, then 
GAME SELECT ( # ) and change 
the skill level at the top of your 
screen. 

NOVICE LEVEL 

■ 3 starbases 

■ 9 enemy sectors with total of 
27 enemy combat ships 

■ With shields on, starship can- 
not be damaged. 

■ Computer steers during 
hyperwarp. 


PILOT LEVEL 

■ 4 starbases 

■ 12 enemy sectors with total of 
36 enemy ships 

■ Starship can be damaged 
with shields on 

■ Must steer during hyperwarp. 

WARRIOR LEVEL 

■ 5 starbases 

■ 15 enemy sectors with total of 
45 enemy ships 

■ Starship can be damaged 
with shields on. 


30 


■ Steering required during 
hyperwarp 

■ Enemy attacks are taster and 
more devastating. 

COMMANDER LEVEL 

■ 6 starbases 

■ 18 enemy sectors with 54 
enemy ships 


■ Starship can be damaged 
with shields on 

■ Steering required during 
hyperwarp 

■ Constant attacks under very 
hazardous conditions. 

COMMANDER missions are only 
recommended for the most ex- 
perienced Star Raiders. 


1 1 . TRAINING MISSION m M i 


This is itl Time to 
solo. Complete this 
training mission 
with a rank higher 
than ROOKIE to win your NOVICE 
star and lull commission in the 
Star Raiders. Here we go. 

1 . If required, press RESET and 
use the GAME SELECT key 

( # ) to select NOVICE MIS- 
SION. 

2. Press START. Note that the 
Control Panel Display ap- 
pears. 

3. Press the CONTROL MODE 
key ( # ). 

4. Press the SHIELDS key (6) to 
turn on your shields. 

5. Press the ATTACK key (7) to 
turn on the Attack Com- 
puter Display. 


6. Press the GALACTIC CHART 
key ( 4 ) to display the 
Galactic Chart, 

7. Move the cursor to an 
enemy target sector. A two- 
ship patrol is the easiest 
target to start with, but your 
first choice should be a 
target that is threatening a 
starbase. 

8. Read the target data under 
the Galactic Chart, 

9. Press the FORE VIEW key (1) 
to bring up the Attack Com- 
puter Display. 

10. Press the HYPERSPACE key (8) 
to engage your hyperwarp 
engines. 

11. When RED ALERT flashes on 
your screen, you've arrived 
in the target sector. 



31 


12. Center the target marker in 
the Attack Computer 
Display. Remember that the 
best time to tire Is when 
your photon torpedoes are 
locked onto the target. 

13. Destroy all enemy targets In 
the sector. When there's no 
longer a target marker in 
the Attack Computer 
Display, you've completed 
your task In the sector. 

14. Return to the Galactic 
Chart, select another sec- 
tor. and repeat Steps 8 
through 14 until you've 
destroyed all the Zylon 
ships. 

REMINDER! You have just 1 
minute to rescue a starbase 
after your subspace radio 
flashes STARBASE SURROUNDED. 
If you are in hyperspace at the 
time, abort (press ABORT or O) 
and return to the Galactic 
Chart. Select an enemy sector 
next to the besieged starbase 
and repeat steps 8 through 14. 

STARBASE DOCKING 

When the energy gauge in the 
Control Panel Display drops 
below 1000 and the Control 
Panel flashes the red low- 
energy warning, hyperwarp to 
a starbase and energize your 
starship: 


1. If you're In hyperspace, 
press the ABORT key (O). 
then select the Galactic 
Chart. 

2. Move the cursor to the 
center of a starbase sector. 

3. Put your starship Into the 
Fore View, then engage 
your hyperwarp engines. 

4. When HYPERWARP COM- 
PLETE flashes on your screen 
and the target marker 
appears In the Attack Com- 
puter Display, you've 
arrived. 

5. Using your control stick, get 
the starbase in front of you 
(R = a + value) and correct 
your position until both O 
and et> coordinates = + or 


6. Press the SPEED MODE key 

( * ). Select the appropriate 
SPEED key and bring the 
starbase into range. When 
R = +000. press the O key 
to stop your engines. 

7. After establishing orbit, wait 
for TRANSFER COMPLETE. 
Then re-enter Control Mode 
and return to the Galactic 
Chart to select an enemy 
target. 


32 


r 


RATING 

When your mission is ended, 
you'll receive your rating. 

Good news? 

Congratulations! Prepare your 
dress uniform tor graduation 
and receive your Novice star. 
You are now a full-fledged 
member of the Star Raiders! 

Bad news? 

Don't be discouraged, Some of 
the most famous Star Raiders 
didn't win their stars the first 
time. Try again. You'll do it next 
time. 



12. SURVIVAL TACTICS m M i / 


Here are some survival tactics 
that experienced Star Raiders 
use to help them complete their 
missions and earn a promotion. 
If you have a few tips of your 
own, tell your fellow Star 
Raiders. 

HOW TO MAKE A 
FAST RETREAT 

When your shields are de- 
stroyed, the next enemy hit will 
destroy your starship. To get out 
of the sector fast, press the 
HYPERSPACE key (8) and hyper- 
warp out of the sector without 
consulting the Galactic Chart. 
When you're safe in an empty 
sector, return to the Galactic 
Chart and locate a starbase. 


HOW TO REACH A 
STARBASE FASTER 

If you know there's a starbase 
next to the enemy sector you're 
in, you can hyperwarp directly 
to the starbase sector without 
using the Galactic Chart. In 
hyperspace, move the Hyper- 
space Target Marker to the 
edge of the crosshair that points 
in the direction of the starbase. 

HOW TO FIND A 
STARBASE WITHOUT 
THE COMPUTER 

How can you find a starbase 
when your Attack Computer Dis- 
play doesn't work? Here’s some 
help: 


33 


Locale a starbase on the 
Galactic Chart and engage 
your hyperwarp engines. As you 
enter hyperspace, note the 
position of the Hyperspace 
Target Marker and try not to 
stray from that position. 

When hyperwarp is completed, 
press the SCAN key (3). If you're 
In the starbase sector, the star- 
base should be visible on the 
Long-Range Sector Scan. If it is 
not, return to the Galactic 
Chart, correct your position, 
and try again. 

When you get the starbase on 
the Long-Range Scan, center it 
os Instructed In Section 5, LONG- 
RANGE SECTOR SCAN. Then 
press the FORE VIEW key [1), The 
target should now be visible on 
the screen. 

LOW ON ENERGY? 

If your energy supply threatens 
to run out while you are trying to 
dock at a starbase, turn off your 
shields temporarily. This will save 
2 units of energy per second 
and may buy you enough time 
to establish orbit and energize 
your starship. Don't forget to turn 
your shields back on before you 
hyperwarp Into an enemy 
sector, 


WHEN TO SACRIFICE A 
STARBASE 

When you cannot save a star- 
base. it is better to destroy it 
yourself than let Zylon destroy It. 
Mission Control doesn't penalize 
you as much when you destroy 
a starbase, because Zylon can- 
not use the starbase debris to 
build two new combat ships. 

NEED A LITTLE TARGET 
PRACTICE? 

After you destroy a starbase, 
the Attack Computer tracks 
meteors in the starbase sector, 
since there are no enemy tar- 
gets to track. This gives you a 
perfect opportunity to practice 
homing In on the target and 
locking on the photon torpe- 
does (see PHOTON TORPEDOES 
In Section 5). Meteors make 
good tracking targets because 
they never alter course. Sorry, 
you do not get kill credits for 
zapping meteors. 


A 


34 


13. SCORECARD, 




Date 


Skill Level Rank and Class 


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